“Play, Learn, Innovate: Uniting Research, Education & Game Industry” Online Workshop organised by GCC

Online Workshop Poster

The aim of the workshop is to discuss how to bridge research, education and the game industry to create games with impact. 

The participants are expected to gain insights from: 

  • Companies 
  • Research institutions and universities 
  • Organizations with an educational mission and activities – whether in formal or non-formal education, vocational training, or lifelong learning. 

About their perspectives on: 

  • How research, education, and the game industry collaborate to address challenges in various sectors (e.g., creative industries, education, technology, community building, etc.) using games—tackling contemporary and emerging issues while maximizing their impact. 
  • Ways to create meaningful games not only for entertainment but also for learning and training in different fields (e.g. cultural heritage, health, energy, Industry 4.0, etc.). 
  • The role of games in promoting social cohesion and driving social change. 
  • Expanding and developing new business models to support collaboration among research, education, and the game industry, strengthening their impact and presence. 

The workshop will feature real-world examples showcasing various approaches from different companies, institutions, and countries across Europe. 

The audience is expected to be people involved in education systems, researchers and game industry professionals. 

Another goal of the workshop is to document its outcomes, ensuring that key insights, challenges, and recommendations are captured. This will help facilitate future collaborations, inform policy and practice, and provide a foundation for developing impactful projects and initiatives. 

The workshop will be free and anyone will be able to join, but a registration is required. 

The workshop is organised by the Games for Culture Cluster (GCC), which currently consists of seven EU-funded project members. 

Wednesday, 7 May, 2025, 11:00-12:30 CET

Agenda:

  • 11:00 – 11:05 – Welcome & Introductions
  • 11:05 – 11:15: Collaborate or die! 9 findings in designing cross-curricular game educations,
    • Thomas Vigild, Head of DADIU
  • 11:15 – 11:25 – We Grew Up in War: Game about childhoods shaped by war
    • Lukaš Kolek, CEO, Charles Games
  • 11:25 – 11:35 – From Dialogue to Data: How Games Engage Citizens in Climate Policy. Insights from the GREAT Project’s Dual Approach, DiBl and PlanetPlay
    • Rebecca Harris, University of Greater Manchester (formerly University of Bolton)
  • 11:35 – 11:45 – EPIC-WE: The Quadruple Helix Cultural Hub Model and Approach,
    • Kim Holflod, Aarhus University // University College Copenhagen
  • 11:45 – 11:55: “Creative Hub as a catalyst for Impactful Games. Meet Creative Hub GR, the new Hub for Innovation, Education and Technology by the Hellenic Film & Audiovisual Center – Creative Greece.
    • Irene Andriopoulou, EU Media Literacy Expert, Director Creative Hub GR, H.F.A.C. – Creative Greece.
    • Renia Papathanasiou, Innovation, Gaming & New Technologies, Creative Hub GR, H.F.A.C. – Creative Greece.
  • 11:55 – 12:05: “Quick Glance of the Dutch Games Industry”
    • Martine Spaans, General Manager at the Dutch Games Association (pre-recorded).
  • 12:05 – 12:30 – Q&A, Mapping insights & workshop outcomes

Click here for More and Registration